﻿using AssetRipper.SourceGenerated.Subclasses.PhysicsJobOptions2D;

namespace AssetRipper.SourceGenerated.Extensions
{
	public static class PhysicsJobOptions2DExtensions
	{
		public static void SetToDefault(this IPhysicsJobOptions2D options)
		{
			options.UseMultithreading = false;
			options.UseConsistencySorting = false;
			options.InterpolationPosesPerJob = 100;
			options.NewContactsPerJob = 30;
			options.CollideContactsPerJob = 100;
			options.ClearFlagsPerJob = 200;
			options.ClearBodyForcesPerJob = 200;
			options.SyncDiscreteFixturesPerJob = 50;
			options.SyncContinuousFixturesPerJob = 50;
			options.FindNearestContactsPerJob = 100;
			options.UpdateTriggerContactsPerJob = 100;
			options.IslandSolverCostThreshold = 100;
			options.IslandSolverBodyCostScale = 1;
			options.IslandSolverContactCostScale = 10;
			options.IslandSolverJointCostScale = 10;
			options.IslandSolverBodiesPerJob = 50;
			options.IslandSolverContactsPerJob = 50;
		}
	}
}
